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Everything posted by giallustio
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victory dance script?
giallustio replied to PSYKO_nz's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
this addaction ["victory dance", "dance.sqf"]; -
create vehicle with name
giallustio replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@F2k Sel Yeah you're right :D i'm very tired :) post fixed ;) You can use also setvehicleInit with processInitCommand, as you like :) -
create vehicle with name
giallustio replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Man i posted a script for you 4 posts ago.... This the line to launch it: _spawn = [getmarkerpos "air1", "2S6M_Tunguska", "aa1"] execVM "yourscript.sqf"; -
Random tasks by radio
giallustio replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Demonized You're right :) My fault, sorry guys...I read round instead floor -
create vehicle with name
giallustio replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
From my functions _spawn_zone = _this select 0; _veh_type = _this select 1; _name = _this select 2; _group = createGroup east; _veh = createVehicle [_veh_type, _spawn_zone, [], 0, "NONE"]; _gunner = _veh emptyPositions "gunner"; _commander = _veh emptyPositions "commander"; _cargo = (_veh emptyPositions "cargo") - 1; "TK_Soldier_Crew_EP1" createUnit [_spawn_zone, _group, "this moveinDriver _veh;this assignAsDriver _veh;"]; if (_gunner > 0) then {"TK_Soldier_Crew_EP1" createUnit [_spawn_zone, _group, "this moveinGunner _veh;this assignAsGunner _veh;"];}; if (_commander > 0) then {"TK_Soldier_Crew_EP1" createUnit [_spawn_zone, _group, "this moveinCommander _veh;this assignAsCommander _veh;"];}; for "_i" from 0 to _cargo do { "TK_Soldier_EP1" createUnit [_spawn_zone, _group, "this moveinCargo _veh;this assignAsCargo _veh;"]; }; _veh SetVehicleVarName _name; -
Simple Mobile Respawn?
giallustio replied to acoustic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can add two actions, one at the mobile respawn so you can go back to the base and one at the spawn to go to the mobile respawn. Just an example... go_to_the_base.sqf if (side player == WEST && Alive mobile_respawn) then { player setpos getmarkerpos respawn_west; } else { hint "You can't go to the base"; }; Mobile.sqf if (side player == WEST && Alive mobile_respawn) then { player setpos getpos mobile_respawn; } else { hint "You can't go to the mobile respawn"; }; -
Arma 2 Operation Arrowhead is an expansion of Arma 2
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Random tasks by radio
giallustio replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Write in sqf! it's better! Anyway there is an error: _mission = missions select (floor random (count missions - 1)) Because the command "count missions" returns 5 but select 5 of the array doesn't exist ;) -
Capture & Hold - MP mission
giallustio replied to kanelbolle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is mine AAS code...May can help you: if !(isServer) exitWith {}; _unit_capture = ArrayParam select 0; _capture_time = ArrayParam select 1; _capture_time_b = _capture_time + 1; sec1blu = false; sec1red = false; _e = 0; _i = 0; While {true} do { _unit = WEST countSide list trg1; _unitop = EAST countSide list trg1; if (_unit == 0) then {_i = 0;}; if (_unitop == 0) then {_e = 0;}; if (sec2red) then {_i = 0;}; while {_unit > _unit_capture && _unit > _unitop && _i < _capture_time_b && !sec1blu} do { if (_unitop == 0) then {_e = 0;}; _unit = WEST countSide list trg1; _unitop = EAST countSide list trg1; sleep 1; _i = _i +1; _ih = _capture_time - _i; if (_i == _capture_time) then { flag1 setFlagTexture "\ca\ca_e\data\flag_us_co.paa"; "sec1" setMarkerColor "ColorBlue"; sec1red = false; sec1blu = true; publicvariable "sec1blu"; publicvariable "sec1red"; _i = 0; }; }; sleep 0.2; while {_unitop > _unit_capture && _unitop > _unit && _e < _capture_time_b && !sec1red} do { if (_unit == 0) then {_i = 0;}; _unit = WEST countSide list trg1; _unitop = EAST countSide list trg1; sleep 1; _e = _e +1; _eh = _capture_time - _e; if (_e == _capture_time) then { flag1 setFlagTexture "\ca\ca_e\data\flag_tkm_co.paa"; "sec1" setMarkerColor "ColorRed"; sec1red = true; sec1blu = false; publicvariable "sec1blu"; publicvariable "sec1red"; _e = 0; }; }; sleep 0.2; if (!isNil ("sec1blu")) then { if (sec1blu) then { flag1 setFlagTexture "\ca\ca_e\data\flag_us_co.paa"; "sec1" setMarkerColor "ColorBlue"; sec1red = false; sec1blu = true; publicvariable "sec1blu"; publicvariable "sec1red"; }; }; sleep 0.2; if (!isNil ("sec1red")) then { if (sec1red) then { flag1 setFlagTexture "\ca\ca_e\data\flag_tkm_co.paa"; "sec1" setMarkerColor "ColorRed"; sec1red = true; sec1blu = false; publicvariable "sec1blu"; publicvariable "sec1red"; }; }; sleep 0.2; }; -
Random tasks by radio
giallustio replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can use: 1 setRadioMsg "NULL"; When you want to show the radio again: 1 setRadioMsg "Radio Text"; -
Waituntill and Player
giallustio replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This works only if the player is the local server. If u run this script on a dedicated server it doesn't work. -
Use of underscore Syntax
giallustio replied to sw1's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
With the underscore the variable is local and it's valid only for the script...If u don't use the underscore the variable is saved and u can use it in another script. This can help u better :) http://community.bistudio.com/wiki/Variables#Local_Variables -
MBG Window of opportunity
giallustio replied to mondkalb's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome!! Keep up the good work!! If u want some help send me a pm ;) -
My Briefing doesn't work in SP
giallustio replied to maturin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Do you have loop or waitUntil in the init.sqf? Post your init.sqf and briefing.sqf -
Help with arrays needed
giallustio replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have to see the script but u can do something like that: {nul = [_x,"all","all",FALSE,1,12,5] execVM "crateFiller.sqf";} foreach [truck1,truck2,truck3]; It should work :) -
In the vehicleInit: this animate [""ramp_top"",1];this animate [""ramp_bottom"",1];
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Briefing wont show before mission
giallustio replied to SSgt Decker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As Xeno says: Post your (complete) init.sqf and your (complete) briefing.sqf to pastebin. -
Briefing wont show before mission
giallustio replied to SSgt Decker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can't use ' :) Better...You can't use this ' with this syntax ;) I can't write the right syntax now :) I'll write it later ;) -
Briefing wont show before mission
giallustio replied to SSgt Decker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is your image size 2^ x 2^? -
Briefing wont show before mission
giallustio replied to SSgt Decker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Post your init.sqf and briefing.sqf :) -
In the init.sqf add this: 1 setradiomsg "NULL"; Activate: 1 setradiomsg "watheveruwant";
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Can you spot my code error?
giallustio replied to VirusLIVED's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
private ["_locs", "_state"]; _locs = [loc1, loc2, loc3, loc4, loc5, loc6, loc7, loc8, loc9, loc10, loc11, loc12, loc13, locl4, loc15]; _state = true; sleep 0.1; {_x setDamage 1} forEach _locs; _state = false; if (!_state) then { {_x setDamage 0} forEach _locs; exitWith{hint "RESTORED and ACTIVE!"}; }; Here we go ;) -
I have some problems placing roads on my map: AI don't use roads, AI don't use my bridge and I tryed to use some P3D but visitor gives me an error: "Object doesn't follow requirements for road object. (Are there all named points present?)" Here P3D names: runway_poj_L1.p3d runway_poj_L1_end.p3d runway_poj_L2.p3d runway_poj_L2_end.p3d runway_poj_T1.p3d runway_poj_T2.p3d I followed Allie's tutorial and i put in my P:\CA\Road2 folder only: bridge, dam, data and config.cpp
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Ok! One fixed :) But still AI don't use the roads and bridge...
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No way! I re-installed BI Drivers three times and i used Mikero's Arma2P Tool to setup my P:\ca folder...